Pokémon TCG: Sword and Shield—Brilliant Stars

Sonic Heroes Expansion

Here are my next Super and Hyper Pokémon!

Super Amy’s Gloom
Pokémon card
{G}
90 HP
Stage 1 Pokémon
Evolves from Amy’s Oddish
Put Super Amy’s Gloom on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
{C}{C}{C} Slash 40
{G}{G}{G}{G} Intense Swipe Flip a coin. If heads, this attack does 70 damage plus 30 more damage. 70+

Hyper Amy’s Vileplume
Pokémon card
{G}
120 HP
Stage 2 Pokémon
Evolves from Super Amy’s Gloom
Put Hyper Amy’s Vileplume on the Stage 1 card
To play this card, between both players, a total of at least 7 Trainer cards exactly named Chaos Emerald must have been played during the course of the game.
Weakness: {R}
Resistance: {W}{C} -30
Retreat cost: {C}{C}
PokéPOWER: Flower Metamorphisis Once during your turn (before your attack), if Hyper Amy’s Vileplume is your Active Pokémon, if you have an Evolution card named Hyper Amy’s Bellossom in your hand, return Hyper Amy’s Vileplume to your hand (all other cards stay where they are) and attach Hyper Amy’s Bellossom from your hand to this Pokémon. (This counts as evolving this Pokémon.) This power can’t be used if Hyper Amy’s Vileplume is affected by a Special Condition.
{G}{G}{G}{G}{G} Poison Tackle The Defending Pokémon is now Poisoned. 90

Hyper Amy’s Bellossom
Pokémon card
{G}
120 HP
Stage 2 Pokémon
Evolves from Super Amy’s Gloom
Put Hyper Amy’s Bellossom on the Stage 1 card
To play this card, between both players, a total of at least 7 Trainer cards exactly named Chaos Emerald must have been played during the course of the game.
Weakness: {R}
Resistance: {W}{C} -30
Retreat cost: {C}{C}
PokéPOWER: Flower Metamorphisis Once during your turn (before your attack), if Hyper Amy’s Bellossom is your Active Pokémon, if you have an Evolution card named Hyper Amy’s Vileplume in your hand, return Hyper Amy’s Bellossom to your hand (all other cards stay where they are) and attach Hyper Amy’s Vileplume from your hand to this Pokémon. (This counts as evolving this Pokémon.) This power can’t be used if Hyper Amy’s Bellossom is affected by a Special Condition.
{G}{G}{G}{G}{G} Flower Storm Discard 2 {G} Energy cards attached to Hyper Amy’s Bellossom or this attack does nothing. This attack does 100 damage to each Defending Pokémon.

Super Amy’s Lanturn
Pokémon card
{L}
100 HP
Stage 1 Pokémon
Evolves from Amy’s Chinchou
Put Super Amy’s Lanturn on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}{C}
{W}{W} Bubble Shower Flip a coin. If heads, the Defending Pokémon is now Paralyzed and this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{L}{L}{L}{L} Electric Twister Flip a number of coins equal to the number of {L} Energy attached to all of your Pokémon in play (including this one). This attack does 40 damage plus 20 more damage for each heads. 40+

Super Espio’s Houndoom
Pokémon card
{R}
90 HP
Stage 1 Pokémon
Evolves from Espio’s Houndour
Put Super Espio’s Houndoom on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{R}{C}{C} Infinite Flares Flip a coin until you get tails. This attack does 40 damage times the number of heads. 40x
{R}{R}{R}{C}{C} Fiery Cross The Defending Pokémon is now Burned and place a Char counter on the Defending Pokémon. During your opponent’s next turn, the Defending Pokémon, can’t retreat. 50

Super Espio’s Exeggutor
Pokémon card
{P}
100 HP
Stage 1 Pokémon
Evolves from Espio’s Exeggcute
Put Super Espio’s Exeggutor on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Psychic Blend All Energy cards attached to Super Espio’s Exeggutor that do not provide {G} Energy provide {P} Energy instead of its usual type.
{G}{G}{C} Super Spiral Drain Flip a coin until you get tails. For each heads, remove 1 damage counter from Super Espio’s Exeggutor. 50
{P}{P}{C}{C} MASS Eggsplosion Does 50 damage times the number of Espio's Exeggcutes, Espio's Exeggutors, and/or Super Espio's Exeggutors you have in play (apply Weakness and Resistance). Then, this attack does 20 damage to each of your Espio's Exeggcutes, Espio's Exeggutors, and Super Espio's Exeggutors you have in play. Don't apply Weakness and Resistance. 50x
 
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Here are some more Super and Hyper Pokémon!

Super Shadow’s Scizor
Pokémon card
{G}
100 HP
Stage 1 Pokémon
Evolves from Shadow’s Scyther
Put Super Shadow’s Scizor on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {R}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Metal Coat If there are any {M} Energy cards attached to Super Shadow’s Scizor, apply any additional effects of those Energy cards to Super Shadow’s Scizor (even if it isn’t a {M} Pokémon).
{G}{C} Poison Claws Flip a coin. If heads, the Defending Pokémon is now Poisoned. 30
{G}{G}{C} Silver Wind Flip a coin. If heads, prevent all effects of attacks, including damage, done to Super Shadow’s Scizor during your opponent's next turn. 50

Super Espio’s Medicham
Pokémon card
{F}
90 HP
Stage 1 Pokémon
Evolves from Espio’s Meditite
Put Super Espio’s Medicham on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{P}{P}{C} Super Psy 50
{F}{F}{C}{C} Triple Kick Flip 3 coins. This attack does 50 damage times the number of heads. 50x

Super Shadow’s Camerupt
Pokémon card
{R}
110 HP
Stage 1 Pokémon
Evolves from Shadow’s Numel
Put Super Shadow’s Camerupt on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
{F}{F} Mud Hurl 50
{R}{R}{R}{R}{R} Lava Rupture Flip a coin for each of your opponent’s Benched Pokémon. If heads, this attack does 30 damage to that Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) Either way, each Defending Pokémon is now Burned. 60

Super Espio’s Manectric
Pokémon card
{L}
90 HP
Stage 1 Pokémon
Evolves from Espio’s Electrike
Put Super Espio’s Manectric on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
{L}{L}{L} Gigaspark Flip a coin. If heads, the Defending Pokémon is now Paralyzed and this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 60
{L}{L}{L}{L} Spreading Spark Does 60 damage to each Defending Pokémon.

Super Shadow’s Hypno
Pokémon card
{P}
110 HP
Stage 1 Pokémon
Evolves from Shadow’s Drowzee
Put Super Shadow’s Hypno on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
{P} Wide Hypnosis Each Defending Pokémon is now Asleep.
{P}{P}{P}{C}{C} Sleep Curse As long as Super Shadow’s Hypno remains your Active Pokémon, this attack does 40 damage to each Defending Pokémon that is Asleep during each of your turns.

Super Amy’s Azumarill
Pokémon card
{W}
100 HP
Stage 1 Pokémon
Evolves from Amy’s Marill
Put Super Amy’s Azumarill on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {L}
Resistance: n/a
Retreat cost: {C}{C}
{W}{W} Hydro Cannon Does 40 damage plus 20 more damage for each {W} Energy attached to Super Amy’s Azumarill but not used to pay for this attack's Energy cost. You can't add more than 40 damage in this way. 40+
{W}{W}{C}{C} Hypnosplash The Defending Pokémon is now Asleep. 60
 
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Here are yet some more Super and Hyper Pokémon!

Super Sonic’s Slowbro
Pokémon card
{P}
110 HP
Stage 1 Pokémon
Evolves from Sonic’s Slowpoke
Put Super Sonic’s Slowbro on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
{W}{W}{W} Hydro Pump Does 40 damage plus 30 more damage for each {W} Energy attached to Super Sonic’s Slowking but not used to pay for this attack's Energy cost. You can't add more than 60 damage in this way. 40+
{P}{P}{P}{P} Wide Psy Does 10 damage times the number of {P} Energy cards attached to Super Sonic’s Slowking to each of your opponent’s Pokémon. Don’t apply Weakness and Resistance.

Super Sonic’s Slowking
Pokémon card
{P}
110 HP
Stage 1 Pokémon
Evolves from Sonic’s Slowpoke
Put Super Sonic’s Slowking on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
{W}{W}{W} Ice Beam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 60
{P}{P}{P}{P} Wide Psy Does 10 damage times the number of {P} Energy cards attached to Super Sonic’s Slowking to each of your opponent’s Pokémon. Don’t apply Weakness and Resistance.

Super Sonic’s Kabuto
Pokémon card
{W}
70 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil
Put Super Sonic’s Kabuto on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {G}
Resistance: n/a
Retreat cost: {C}{C}
{W} Hypnosplash The Defending Pokémon is now Asleep. 20
{W}{W}{W} Rapids Flip a coin. If heads, discard 1 Energy card attached to the Defending Pokémon, if any. 50

Hyper Sonic’s Kabutops
Pokémon card
{W}
130 HP
Stage 2 Pokémon
Evolves from Super Sonic’s Kabuto
Put Hyper Sonic’s Kabutops on the Stage 1 card
To play this card, between both players, a total of at least 7 Trainer cards exactly named Chaos Emerald must have been played during the course of the game.
Weakness: {G}
Resistance: {C} -30
Retreat cost: {C}{C}
{W}{W} Water Pulse Flip a coin. If heads, the Defending Pokémon is now Confused. 40
{W}{W}{W}{W}{W} Hydraulic Rush Return 2 {W} Energy cards attached to Hyper Sonic’s Kabutops to your hand or this attack does nothing. 110

Super Espio’s Lileep
Pokémon card
{G}
80 HP
Stage 1 Pokémon
Evolves from Root Fossil
Put Super Espio’s Lileep on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
{F}{F} Rock Tomb The Defending Pokémon can’t retreat during your opponent’s next turn. 30
{G}{G}{G} Chemical Spray Flip a coin. If heads, choose whether the Defending Pokémon becomes Asleep, Confused, or Paralyzed. 50

Hyper Espio’s Cradily
Pokémon card
{G}
140 HP
Stage 2 Pokémon
Evolves from Super Espio’s Lileep
Put Hyper Espio’s Cradily on the Stage 1 card
To play this card, between both players, a total of at least 7 Trainer cards exactly named Chaos Emerald must have been played during the course of the game.
Weakness: {R}
Resistance: {W}{C} -30
Retreat cost: {C}{C}{C}
{F}{F}{F}{F} Rock Tumble Don’t apply Resistance. 80
{G}{G}{G}{G}{G} Toxic Chemical Flip a coin. If heads, the Defending Pokémon is now Asleep, Burned, and Poisoned. If tails, the Defending Pokémon is now Confused, Burned, and Poisoned. 60
 
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Super Sonic's Graveler
90 HP {F}
Stage 1 Pokémon (Evolves from Sonic's Geodude)

{F}{F}{F} Earthquake This attack does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
{F}{F}{F}{F} Chaos Roll If the Defending Pokémon has Super or Hyper in its name and has Sonic, Shadow, Amy, or Espio in its name, this attack's base damage is 30 instead of 90. 90

Weakness: {G}
Resistance: {L}
Retreat Cost: {C}{C}{C}{C}

Hyper Sonic's Golem
130 HP {F}
Stage 2 Pokémon (Evolves from Super Sonic's Graveler)

{F}{F}{F}{F} Mass Tackle Flip a coin until you get tails. This attack does 10 damage times the number of heads to each of your opponent's Pokémon. Don't apply Weakness and Resistance.
{F}{F}{F}{F}{F} Blast Bomb This attack does 140 damage to each Defending Pokémon and Hyper Sonic's Golem does 170 damage to itself.

Weakness: {G}
Resistance: {L}{C}
Retreat Cost: {C}{C}{C}{C}{C}{C}

Super Shadow's Xatu
100 HP {P}
Stage 1 Pokémon (Evolves from Shadow's Natu)

{P}{P}{C} Future Peek On a slip of paper, write the name of 1 of the Defending Pokémon's attacks. (Your opponent cannot see the paper.) If, during your opponent's next turn, the Defending Pokémon didn't use the attack you wrote down, if Super Shadow's Xatu isn't Knocked Out by that attack, return Super Shadow's Xatu and all cards attached to it to your hand.
{P}{P}{P}{P} Psycho Peck This attack does 100 damage minus 10 damage for each non-{P} Energy card attached to Super Shadow's Xatu. 100-

Weakness: {D}
Resistance: {F}
Retreat Cost: {C}{C}

Super Amy's Ursaring
100 HP {C}
Stage 1 Pokémon (Evolves from Amy's Teddiursa)

{C}{C} Slash 30
{C}{C}{C}{C} Basket Taker Before doing damage, if the Defending Pokémon has a Pokémon Tool attached to it, discard that card. 50

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}

Super Espio's Nuzleaf
90 HP {G}
Stage 1 Pokémon (Evolves from Espio's Seedot)

{G} Root Slam 30
{G}{G}{G}{G} Solarbeam 80

Weakness: {R}
Resistance: {W}
Retreat Cost: {C}{C}

Hyper Espio's Shiftry
140 HP {G}
Stage 2 Pokémon (Evolves from Super Espio's Nuzleaf)

{G}{G} Shadow Chase This attack does 40 damage plus 20 more damage for each {D} Energy card attached to Hyper Espio's Shiftry but not used to pay for this attack's Energy cost. You can't add more than 40 damage in this way. 40+
{G}{G}{G}{G}{G} Frenzy Plant If the Defending Pokémon has any Energy cards attached to it, choose 1 of them and discard it. 70

Weakness: {R}
Resistance: {W}{C}
Retreat Cost: {C}{C}{C}{C}
 
Super Sonic's Weezing
90 HP {G}
Stage 1 Pokémon (Evolves from Sonic's Koffing)

Poké-BODY Gas Stock
For each {G} Energy card attached to Super Sonic's Weezing, Super Sonic's Weezing gets +20 HP. Super Sonic's Weezing can't get more than +40 HP in this way.
{G}{G}{G}{C} Gas Bomb If the Defending Pokémon's type (color) isn't {G} or that Pokémon's Resistance is {W}, the Defending Pokémon is now Poisoned. If the Defending Pokémon's type (color) is {G} and that Pokémon's Resistance isn't {W}, this attack does nothing (not even damage). 70

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}
Note that Gas Stock's power does NOT break the max HP rule for Super <owner> Pokémon. For one, its HP written is a measly 90. For two, there was no limit to the amount of {P} Energy that could be attached to the Sabrina's Gastly that had a similar power except without limits--attaching the right amount of Energy could give it more HP than even Wailord ex!

Super Sonic's Octillery
110 HP {W}
Stage 1 Pokémon (Evolves from Sonic's Remoraid)

{C}{C} Constrict 20
{W}{W}{W}{W} Bubble Blast This attack does 50 damage plus 30 more damage for each {W} Energy card attached to Super Sonic's Octillery but not used to pay for this attack's Energy cost. You can't add more than 60 damage in this way. 50+

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}

Super Shadow's Magneton
120 HP {M}
Stage 1 Pokémon

{L}{L} Magnet Shot This attack does 40 damage plus 10 more damage for each {L} Energy card attached to Super Shadow's Magneton but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. 40+
{M}{M}{C} Vocal Brush If there are any {R} Energy cards attached to Super Shadow's Magneton, discard all of them or this attack does nothing. This attack does 50 damage plus 10 more damage for each card discarded in this way. If you discarded 2 or more cards in this way, the Defending Pokémon is now Burned. 50+

Weakness: {R}
Resistance: {G}
Retreat Cost: {C}{C}{C}

Super Shadow's Kingler
100 HP {W}
Stage 1 Pokémon (Evolves from Shadow's Krabby)

{C}{C}{C}{C} Guillotine 60
{W}{W}{W}{W} Pile Bubble This attack does 10 damage plus 50 more damage for each {W} Energy card attached to Super Shadow's Kingler but not used to pay for this attack's Energy cost. You can't add more than 100 damage in this way. 10+
{W}{W}{W}{W}{W} Surf 90

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}{C}
 
Here are my last Super and Hyper Pokémon.

Super Espio’s Altaria
Pokémon card
{C}
100 HP
Stage 1 Pokémon
Evolves from Espio’s Swablu
Put Super Espio’s Altaria on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: n/a
Resistance: {F} -30
Retreat cost: {C}
{G}{R} Dragon Shred Discard the top 5 cards of your deck. (If there are fewer than 5 cards in your deck, discard them all.) This attack does 30 damage for each {G} and {R} Energy card discarded in this way. 30x
{C}{C}{C}{C}{C} Triple Smash Flip 3 coins. This attack does 30 damage plus 30 more damage for each heads. 30+

Super Espio’s Starmie
Pokémon card
{P}
100 HP
Stage 1 Pokémon
Evolves from Espio’s Staryu
Put Super Espio’s Starmie on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Aqua Aura All basic {W} and {P} Energy cards attached to Super Espio’s Starmie provide {W}{P}.
{W}{W} Rapids Flip a coin. If heads, discard 1 Energy card attached to the Defending Pokémon, if any. 40
{P}{P}{P} Teleport Blast You may switch Super Espio’s Starmie with 1 of your Benched Pokémon. (Do the damage before switching the Pokémon.) 60

Super Amy’s Combusken
Pokémon card
{R}
90 HP
Stage 1 Pokémon
Evolves from Amy’s Torchic
Put Super Amy’s Combusken on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
{R}{R} Overheat Does 80 damage minus 10 damage for each time you have used this attack. 80-
{R}{R}{R} Super Fire Punch Flip a coin for each Defending Pokémon. If heads, this attack does 60 damage to that Pokémon and that Pokémon is now Burned.

Hyper Amy’s Blaziken
Pokémon card
{R}
150 HP
Stage 2 Pokémon
Evolves from Super Amy’s Combusken
Put Hyper Amy’s Blaziken on the Stage 1 card
To play this card, between both players, a total of at least 7 Trainer cards exactly named Chaos Emerald must have been played during the course of the game.
Weakness: {W}
Resistance: {C} -30
Retreat cost: {C}{C}{C}
{R}{R}{R}{R} Fire Blast Discard 1 {R} Energy card attached to Hyper Amy’s Blaziken or this attack does nothing. 100
{R}{R}{R}{R}{R} Hyper Blaze Kick Does 80 damage to each Defending Pokémon and flip a coin. If heads, each Defending Pokémon is now Burned.

Super Espio’s Quilava
Pokémon card
{R}
90 HP
Stage 1 Pokémon
Evolves from Espio’s Cyndaquil
Put Super Espio’s Quilava on the Basic Pokémon
To play this card, you need to have played at least 1 Trainer card exactly named Chaos Emerald during the course of this game.
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
{R}{R} Magma Tank During your opponent’s next turn, if Super Espio’s Quilava is damaged or affected by an attack from the Defending Pokémon (even if Super Espio’s Quilava is Knocked Out), do 20 damage to each Defending Pokémon and 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 20
{R}{R}{R} Magenta Flames Does 20 damage times the total number of {R} Energy attached to all of your Pokémon in play (including this one). 20x

Hyper Espio’s Typhlosion
Pokémon card
{R}
150 HP
Stage 2 Pokémon
Evolves from Super Espio’s Quilava
Put Hyper Espio’s Typhlosion on the Stage 1 card
To play this card, between both players, a total of at least 7 Trainer cards exactly named Chaos Emerald must have been played during the course of the game.
Weakness: {W}
Resistance: {C} -30
Retreat cost: {C}{C}{C}
{R}{R}{R}{R} Lava Expulsion Choose 1 of your opponent’s Pokémon. This attack does 60 damage to that Pokémon and discard an Energy card attached to that Pokémon. Don’t apply Weakness and Resistance.
{R}{R}{R}{R}{R} Scarlet Blaze Does 40 damage plus 10 more damage for each {R} Energy attached to all Pokémon in play (yours and your opponent’s)(including this one). 40+

Note: Super Espio's Typhlosion's Scarlet Blaze attack actualy does at least 90 damage because you will already have at least 5 {R} Energy attached to it (40 + 50).
 
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Super Shadow's Golduck
110 HP {W}
Stage 1 Pokémon (Evolves from Shadow's Psyduck)

Poké-POWER Hyper Mind
All Energy cards attached to Super Shadow's Golduck count as {P} Energy when using Super Shadow's Golduck's Sonic Psy attack.
{W}{W}{C} Surf 40
{P}{P}{P}{P}{P} Sonic Psy If the Defending Pokémon has Sonic, Tails, or Knuckles in its name, this attack's base damage is 120+ instead of 80. If the Defending Pokémon has Super Sonic or Hyper Sonic in its name, this attack does 120 damage plus 20 more damage. 80

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}{C}

Super Amy's Grumpig
100 HP {P}
Stage 1 Pokémon (Evolves from Amy's Spoink)

{C}{C}{C} Bacon Slam 30
{P}{P}{P}{C} Chaotix Blast If the Defending Pokémon has Espio, Charmy, or Vector in its name, this attack's base damage is 100 instead of 70. 70

Weakness: {D}
Resistance: none
Retreat Cost: {C}{C}

Super Sonic's Machoke
120 HP {F}
Stage 1 Pokémon (Evolves from Sonic's Machop)

{F}{F}{C} Slam Chop Flip a coin. If heads, this attack does 50 damage plus 40 more damage plus Super Sonic's Machoke does 20 damage to itself. 50+
{F}{F}{F}{F}{C} Power-and-Dark Toss If the Defending Pokémon has Shadow, red face paint, Knuckles, Big, or Vector in its name, this attack's base damage is 100 instead of 70. If the Defending Pokémon has Omega in its name, this attack's base damage is 140 instead of 70. 70

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}{C}

Hyper Sonic's Machamp
150 HP {F}
Stage 2 Pokémon (Evolves from Super Sonic's Machoke)

{C}{C}{C}{C} Punch 50
{F}{F}{F}{F}{F} Rush-and-Slam Choose 1 of your opponent's Benched Pokémon. This attack does 90 damage to that Pokémon. Hyper Sonic's Machamp cannot attack during your next turn.

Weakness: {P}
Resistance: {C}
Retreat Cost: {C}{C}{C}{C}

Super Amy's Huntail
120 HP {W}
Stage 1 Pokémon (Evolves from Amy's Clamperl)

Poké-BODY Dark Rage
If this power is active, Amy's Huntail is both a {W} and a {D} Pokémon.
{W}{W}{W} Hydro Pump This attack does 40 damage plus 20 more damage for each {W} Energy card attached to Super Amy's Huntail but not used to pay for this attack's Energy cost. You can't add more than 40 damage in this way. 40+
{D}{D}{D}{C} Beat Bite Flip a coin for each of your Benched Pokémon. This attack does 30 damage times the number of heads. 30x

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}{C}

Super Amy's Gorebyss
120 HP {W}
Stage 1 Pokémon (Evolves from Amy's Clamperl)

Poké-BODY Psychic Frenzy
If this power is active, Amy's Gorebyss is both a {W} and a {P} Pokémon.
{W}{W}{W} Hydro Pump This attack does 40 damage plus 20 more damage for each {W} Energy card attached to Super Amy's Gorebyss but not used to pay for this attack's Energy cost. You can't add more than 40 damage in this way. 40+
{P}{P}{P}{C} Beat Mind Flip a coin for each of your Benched Pokémon. This attack does 30 damage times the number of heads. 30x

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}{C}
 
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Super Sonic's Mightyena
100 HP {D}
Stage 1 Pokémon (Evolves from Sonic's Poochyena)

{C}{C}{C} Bite 40
{D}{D}{D}{C}{C} Snarl Fangs Flip a coin. If heads, this attack does 70 damage minus 10 damage and the Defending Pokémon is now Poisoned. 70-

Weakness: {F}
Resistance: {P}
Retreat Cost: {C}{C}

Super Amy's Arbok
90 HP {G}
Stage 1 Pokémon (Evolves from Amy's Ekans)

{G}{G}{C} Poison Tail Flip a coin. If heads, the Defending Pokémon is now Poisoned. 40
{G}{G}{G}{G}{C} Poison Fang Flip a coin. If heads, the Defending Pokémon is now Poisoned. Place 2 damage counters on the Defending Pokémon instead of 1 after each player's turn (even if it was already Poisoned). 60

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}

Super Amy's Sandslash
110 HP {F}
Stage 1 Pokémon (Evolves from Amy's Sandshrew)

{C}{C}{C} Slash 30
{F}{F}{F}{F}{C} Speed Shake If the Defending Pokémon has Sonic, Shadow, Amy, or Espio in its name, this attack's base damage is 40 instead of 90. 90

Weakness: {G}
Resistance: {L}
Retreat Cost: {C}{C}{C}

Super Amy's Rapidash
100 HP {R}
Stage 1 Pokémon (Evolves from Amy's Ponyta)

{R}{R}{C} Flamethrower Discard 1 {R} Energy card attached to Super Amy's Rapidash or this attack does nothing. 60
{R}{R}{R}{R}{R} Fire Spin Discard 2 {R} Energy cards attached to Super Amy's Rapidash or this attack does nothing. 120

Weakness: {W}
Resistance: none
Retreat Cost: {C}

That does it for part 2 of the set. Part 3 in the next post.
 
Part 3 is the Trainer cards. These cards all represent an element in the Sonic Heroes game. I'll post this set's reprints/modified reprints, then explain the elements of the Trainers for the newly-made cards. Please note that the seven Chao cards created earlier in the set are ALL of the Chao cards in this set.

Chao
30 HP
Trainer Card

Poké-POWER Chao Evolution
Chao can evolve into any Basic Pokémon with Sonic, Tails, Knuckles, Shadow, red face paint, Omega, Amy, Cream, Big, Espio, Charmy, Vector, Eggman, or Chao in its name.

Play Chao as you would a Baby Pokémon. While in play, Chao counts as a Pokémon instead of a Trainer card. Chao has no attacks, Baby Rule, Weakness, or Resistance; cannot retreat; and cannot be affected by a Special Condition. If Chao is Knocked Out, it doesn't count as a Knocked Out Pokémon. (Discard it anyway.) At any time during your turn (before your attack), you may discard Chao from play.

Sonic the Hedgehog
Trainer Card

Each player shuffles his or her hand into his or her deck and then searches his or her deck for a number of Trainer cards equal to the number of cards that he or she had in his or her deck. Each player then shuffles his or her deck afterward.

Miles "Tails" Prower
Trainer Card

Choose 1 of your Pokémon with Tails in its name. Return that Pokémon and all cards attached to it to your hand.

Knuckles the Echinda
Trainer Card

Remove 2 damage counters from all of your Pokémon with Knuckles in its name.

Shadow the Hedgehog
Trainer Card

Each player shuffles his or her hand into his or her deck and then searches his or her deck for a number of Trainer cards equal to the number of cards that he or she had in his or her deck. Each player then shuffles his or her deck afterward.

red face paint the Bat
Trainer Card

For every Pokémon with red face paint in its name that you have in play, draw a card.

E-123 Omega
Trainer Card

For every Basic Pokémon with Omega in its name that you have in play, search your deck for a card that evolves from that Pokémon, show it to your opponent, then put it into your hand. Shuffle your deck afterward.
A modified reprint of Dr. Eggman from the SA2B sets.

Chaos Emerald
Trainer Card (Supporter) (You can have up to 7 Chaos Emeralds in your deck.)

For your attack this turn, your Active Pokémon can use any attack from its Basic Pokémon card or any Evolution card attached to it. (You still have to pay for that attack’s Energy cost.)

Power Ring
Trainer Card (Pokémon Tool)

Attach Power Ring to 1 of your Pokémon that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

If the Pokémon Power Ring is attached to would be Knocked Out by an attack, that Pokémon is not Knocked Out and its remaining HP is 10 instead. When this effect is triggered, discard Power Ring.


All of the set's newly-printed Trainers are complete. That makes part three complete.
 
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Speed Formation
Trainer Card

Until the end of your next turn, the Retreat Cost of any Pokémon in play (yours and your opponent's) with Sonic, Shadow, Amy, or Espio is reduced by {C}.

Fly Formation
Trainer Card

Until the end of your next turn, if a {F} Pokémon would do damage to any player's Active Pokémon (yours and your opponent's) with Tails, red face paint, Cream, or Charmy in its name is reduced by 30 (before Weakness and Resistance).

Power Formation
Trainer Card

Until the end of your next turn, the base damage of any attack of each player's Pokémon in play (yours and your opponent's) with Knuckles, Omega, Big, or Vector in its name is increased by 10 (before Weakness and Resistance).

Knuckles's Cube 04
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Knuckles in its name. That Pokémon may use this card’s attack instead of its own. At the end of your turn, discard Knuckles's Cube 04.
{C}{C} Power Punch If the Defending Pokémon has Knuckles, Omega, Big, or Vector in its name, this attack does nothing. 20

Omega's Cube 01
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Omega in its name. That Pokémon may use this card’s attack instead of its own. At the end of your turn, discard Omega's Cube 01.
{C} Lead Tackle Flip a coin. If heads, the Defending Pokémon is now Poisoned. 10
 
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Omega's Resort
Trainer Card (Stadium Card)

Don't apply Weakness when a {R} Pokémon does damage to a Pokémon with Omega in its name.

Amy's Oasis
Trainer Card (Stadium Card)

If a player's Active Pokémon has Amy in its name, that player draws an extra card at the start of his or her turn. (Additional Active Pokémon provides no additional effect.)

Cream's Oasis
Trainer Card (Stadium Card)

If a player has a Pokémon with Cream in its name in play, each of that player's Pokémon with Chao in its name gets +10 HP and {C} less Retreat Cost.

Big's Oasis
Trainer Card (Stadium Card)

Once during a player's turn (before their attack), if that player's Bench isn't full, that player may flip a coin. If heads, that player searches his or her discard pile for a Basic {W} Pokémon with Big in its name not named Big Chao and places it on his or her Bench.

Chao's Cube 04
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Chao in its name. That Pokémon may use this card’s attack instead of its own. At the end of your turn, discard Chao's Cube 04.
{C}{C} Team Slam This attack does 20 damage plus 20 more damage for each Pokémon with Chao in its name on your Bench with at least 2 Energy attached to it. 20x
 
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Espio's Atoll
Trainer Card (Stadium Card)

The Retreat Cost of any Pokémon with Espio in its name is reduced by {C}.

Charmy's Atoll
Trainer Card (Stadium Card)

If a player's Active Pokémon has Charmy in its name and any Active Pokémon is Poisoned, any attack done by a Poisoned Active Pokémon to a Pokémon with Charmy in its name is reduced by 20 (before Weakness and Resistance).

Vector's Atoll
Trainer Card (Stadium Card)

If an attack done by a Pokémon in play with Vector in its name does damage, for each Energy card attached to that Pokémon that's the same type (color) as that Pokémon, that attack does 10 more damage (before Weakness and Resistance).

Tails's Cube 04
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Tails in its name. That Pokémon may use this card’s attack instead of its own. At the end of your turn, discard Tails's Cube 04.
{C}{C} Fly Flip a coin. If heads, during your opponent’s next turn, prevent all effects of attacks, including damage, done to this Pokémon; if tails, this attack does nothing (not even damage). 20

red face paint's Cube 04
Trainer Card (Techincal Machine)

Attach this card to 1 of your Pokémon in play with red face paint in its name. That Pokémon may use this card’s attack instead of its own. At the end of your turn, discard red face paint's Cube 04.
{C}{C} Poison Pick The Defending Pokémon is now Poisoned. 10
 
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Amy Berry
Trainer Card (Pokémon Tool)

Attach Amy Berry to 1 of your Pokémon with Amy in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Amy Berry. During that turn, the Retreat Cost of the Pokémon Amy Berry was attached to is 0.

Cream Berry
Trainer Card (Pokémon Tool)

Attach Cream Berry to 1 of your Pokémon with Cream in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Cream Berry. If an attack done by a {F} Pokémon would damage the Pokémon Cream Berry was attached to, remove 2 damage counters from the Pokémon Cream Berry was attached to before damage. If the Pokémon Cream Berry was attached to has fewer damage counters than that, remove all of them.

Big Berry
Trainer Card (Pokémon Tool)

Attach Big Berry to 1 of your Pokémon with Big in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Big Berry. Remove 5 damage counters from the Pokémon Big Berry was attached to. If the Pokémon Big Berry was attached to has fewer damage counters than that, remove all of them.

Sonic's Cube 04
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Sonic in its name. That Pokémon may use this card’s attack instead of its own. At the end of your turn, discard Sonic's Cube 04.
{C}{C} Spin Dash Discard 1 Energy card attached to this Pokémon or this attack does nothing. 30

Shadow's Cube 04
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Shadow in its name. That Pokémon may use this card’s attack instead of its own. At the end of your turn, discard Shadow's Cube 04.
{C}{C} Spin Defense Discard 1 Energy card attached to this Pokémon or this attack does nothing. Any damage done to this Pokémon during your opponent's next turn is reduced by half (rounded down to the nearest 10).
 
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Amy's Cube 01
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Amy in its name. That Pokémon may use this card’s attack instead of its own. At the end of your turn, discard Amy's Cube 01.
{C} Whack Choose 1 of your opponent's Pokémon and flip a coin. If heads, this attack does 10 damage to that Pokémon. Don't apply Weakness and Resistance.

Cream's Cube 01
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Cream in its name. That Pokémon may use this card’s attack instead of its own. At the end of your turn, discard Cream's Cube 01.
{C} Chao Restore Discard all Energy cards attached to this Pokémon or this attack does nothing. You can't use this attack if your Bench is full. Search your discard pile for a Trainer card named Chao and place it on your Bench, then search your discard pile for a Basic Pokémon with Chao in its name and attach it to that Pokémon. (This counts as evolving that Pokémon.) Place 3 damage counters on that Pokémon.

Big's Cube 01
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Big in its name. That Pokémon may use this card’s attack instead of its own. At the end of your turn, discard Big's Cube 01.
{C} Cat Slap Flip 2 coins. This attack does 10 damage times the number of heads. 10x

Omega Berry
Trainer Card (Pokémon Tool)

Attach Omega Berry to 1 of your Pokémon with Omega in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Omega Berry. During your opponent's turn after that, any damage done to the Pokémon Omega Berry was attached to is reduced by half (rounded down to the nearest 10). (Benching or evolving the Pokémon Omega Berry was attached to ends this effect.)

Vector Berry
Trainer Card (Pokémon Tool)

Attach Vector Berry to 1 of your Pokémon with Vector in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Vector Berry. During that turn, damage done by an attack of the Pokémon Vector Berry was attached to is increased by 50 (after Weakness and before Resistance).
 
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Espio's Cube 01
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Espio in its name. That Pokémon may use this card’s attack instead of its own. At the end of your turn, discard Espio's Cube 01.
{C} Cloak Flip a coin. If heads, prevent all effects of attacks, including damage, done to this Pokémon during your opponent's next turn.

Charmy's Cube 01
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Charmy in its name. That Pokémon may use this card’s attack instead of its own. At the end of your turn, discard Charmy's Cube 01.
{C} Foreign Sting If the Defending Pokémon does not have Espio, Charmy, or Vector in its name, the Defending Pokémon is now Poisoned.

Vector's Cube 01
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon in play with Vector in its name. That Pokémon may use this card’s attack instead of its own. At the end of your turn, discard Vector's Cube 01.
{C} Smack Punch Flip 4 coins. This attack does 10 damage times the number of heads. 10x

Espio Berry
Trainer Card (Pokémon Tool)

Attach Espio Berry to 1 of your Pokémon with Espio in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Espio Berry. During that turn, prevent all damage done to the Pokémon Espio Berry was attached to during that turn. (Any other effects of attacks still occur.)

Charmy Berry
Trainer Card (Pokémon Tool)

Attach Charmy Berry to 1 of your Pokémon with Charmy in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Charmy Berry. During your opponent's next turn, if an effect of your opponent's attack does any effect other than damage, each Defending Pokémon is now Poisoned.
 
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Espio the Chameleon
Trainer Card

You can't play Espio the Chameleon if you don't have a Pokémon with Espio in its name in play. Choose 1 of your Pokémon with Espio in its name in play with at least 2 Energy cards attached to it. Discard 2 Energy cards from that Pokémon and remove all damage counters from that Pokémon.

Charmy Bee
Trainer Card

If any of your Active Pokémon has Charmy in its name, flip a coin. If heads, if an attack done by that Pokémon does damage to a Defending Pokémon, that Defending Pokémon is now Poisoned.

Vector the Crocodile
Trainer Card

This card does 10 damage to all Pokémon in play that does not have Vector in its name.

Seaside Hill
Trainer Card (Stadium Card)

For each {W} Energy card attached to a Pokémon with Sonic, Tails, or Knuckles in its name, that Pokémon gets +10 HP.

Ocean Palace
Trainer Card (Stadium Card)

Don't apply any {W} Weakness to a Pokémon with Sonic, Tails, or Knuckles in its name.
 
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I have some Trainer cards for you!

Amy Rose
Trainer card
For each Pokémon with Amy in its name that you have in play, draw a card. (You can’t have more than 10 cards in your hand in this way.)

Cream & Cheese
Trainer card
Shuffle any number of Basic Pokémon and/or Evolution cards in your hand into your deck. For each card you shuffled into your deck, search your deck for a Basic Pokémon or Evolution card with Cream in its name and put it into your hand. Shuffle your deck afterward.

Big the Cat
Trainer card
Discard 2 cards in your hand in order to search your deck for up to 4 Baby Pokémon, Basic Pokémon, and/or Evolution cards with Big their names. Show those cards to your opponent, then put them into your hand. Shuffle your deck afterward.

Grand Metropolis
Trainer card
Stadium card
This card stays in play when you play it. Discard this card when another Stadium card comes into play.
If a Pokémon attacks Pokémon with Amy, Cream, or Big in its name, flip a coin. If tails, that attack does nothing to that Pokémon.

Power Plant
Trainer card
Stadium card
This card stays in play when you play it. Discard this card when another Stadium card comes into play.
Whenever a player’s Active Pokémon that doesn’t have Amy, Cream, or Big in its name moves to the Bench, that player returns all Energy cards attached to that Pokémon to his or her hand (after paying the Retreat cost).
 
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Frog Forest
Trainer Card (Stadium Card)

If a Pokémon with Tails, red face paint, Cream, or Charmy in its name attacks during a player's turn, that player may discard a {G} Energy card attached to that Pokémon. If they do, that attack does 10 more damage (before Weakness and Resistance).

Lost Jungle
Trainer Card (Stadium Card)

If a Pokémon with Tails, red face paint, Cream, or Charmy in its name tries to retreat, that player flips a coin. If heads, that Pokémon's retreat cost is 0 during that turn; if tails, that Pokémon cannot retreat during that turn.

Team Rose
Trainer Card

If, at the start of your next turn, you have at least one Active Pokémon with Amy, Cream, or Big in its name, draw 2 cards at the start of that turn instead of 1. Having additional Active Pokémon provides no additional effect.

Team Chaotix
Trainer Card

If, during your opponent's next turn, any effect of an attack damages any of your Pokémon with Espio, Charmy, or Vector in its name, flip a coin. If heads, choose Confused, Poisoned, or Burned. The Pokémon that attacked your Pokémon is now affected by that Special Condition.
 
Casino Park
Trainer Card (Stadium Card)

If a player has an Active Pokémon with Espio, Charmy, or Vector in its name, that player flips a coin at the start of his or her turn. If heads, that player draws 2 cards instead of 1. Having additional Active Pokémon provides no additional effect.

Bingo Highway
Trainer Card (Stadium Card)

If a player's Active Pokémon has Espio, Charmy, or Vector in its name, once during that player's turn (before their attack), that player may discard 1 card from his or her hand and flip a coin. If heads, that player shuffles 4 cards from his or her discard pile into his or her deck.

Hang Castle
Trainer Card (Stadium Card)

No Pokémon with Knuckles, Omega, Big, or Vector in its name may have a Fear counter on it. If, when this card is played, a Pokémon with Knuckles, Omega, Big, or Vector in its name has a Fear counter on it, remove the Fear counter.

Mystic Mansion
Trainer Card (Stadium Card)

Pokémon with Knuckles, Omega, Big, or Vector pay {C} less Retreat Cost.

Team Dark
Trainer Card

During your turn, apply any effects of any Special Energy card that provides at least 1 {D} Energy attached to your Pokémon with Shadow, red face paint, or Omega in its name as if that Pokémon was a {D} Pokémon. (That Pokémon's type remains the same.)
 
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